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  1. #21
    Player
    Timetrapper's Avatar
    Join Date
    Aug 2013
    Posts
    16
    Character
    Time Trapper
    World
    Bahamut
    Main Class
    Marauder Lv 50
    [QUOTE=RentisB;1150607]Um. All of you saying FATEs need nerfed. Two problems.

    1. There aren't enough quests to get you from 1-50 without grinding -something- especially in the high 30s and then the total 0 quests from 47-49. (I just did it, I would know.) edit: yeah there's exploring and your hunting log but again. That'll barely be a level, maybe 2.

    Now I'm no fan of grinding FATEs all day, I hated it, but ATM there is no alternative so...
    END QUOTE[/U]

    I think I've already explained this, that just because you need a mode of gaining exp to level alt jobs you don't have to have a superfast 4 day method of doing it.

    To make leveling of an alt possible WITHOUT uber FATE exp or storyline quests, as already stated you can:

    1. Increase dungeon exp
    2. Increase grind/chain exp/mob exp
    3. Lower Fate exp & frequency
    4. Higher leve daily quota or more rewarding.
    5. Make FATEs mult-staged (for fun and depth) and requiring more than AOE whompings
    (3)
    Last edited by Timetrapper; 09-02-2013 at 02:42 PM.

  2. #22
    Player
    Timetrapper's Avatar
    Join Date
    Aug 2013
    Posts
    16
    Character
    Time Trapper
    World
    Bahamut
    Main Class
    Marauder Lv 50
    This would slow down the 4-5 day level cap FATE zerging period needed to ding a alt 50. So there, there's your method of dinging 50 without super maxed uber fast uber high FATE exp.

    Remember gamers will always flock to the fastest mode of exp delivery, especially if its this big of a discrepancy. So just flatten out the discrepancy, I'm not saying eliminate it completely. So I guess people would be able to ding 50 in I dunno, 2 weeks instead of 1? haha, even that is ridiculously short.

    You don't need to think that OH MY!! there's no other way I can ding 50 unless I have FATES!!!!!
    The game would be a lot different if FATE exp was half or a quarter of what it was. More people would do dungeons, grind, form groups, leve's etc. Honestly, what ever form became minimally advantageous they would take it, but there wouldnt be a huge zerg in town running from point to point nonstop 24 hours a day. Yes I know they are grouped in their FATE, but again, read my OP about the mindlessness of FATEs.
    (1)
    Last edited by Timetrapper; 09-02-2013 at 02:41 PM.

  3. #23
    Player
    KrystalMeth's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Krystal Meth
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Timetrapper View Post
    It is hands down the fastest form of exp available and by far the most mindless feeding frenzy in the history of MMORPGs. Prior games have had at least multi stages or weren't as much exp.
    I leveled my toon in GW2 1-80 in less than a week, by joining a 100 man zerg in WvW every day. When I hit 80, I already have enough karma to buy 10 slots of exotic gear for my toon. So yeah, Fate is one of the fastest way to level your toon, but not the most mindless feeding frenzy in the history of MMORPGs.
    (0)
    Last edited by KrystalMeth; 09-02-2013 at 04:32 PM.

  4. #24
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I like FATEs.. they add atmosphere, and are nice to jump into while you are travelling and notice them around. Occasionally, when in town I might notice an attack, and run to help. All pleasant, and the rewards quite nice.

    However, it does seem odd that if someone chooses to focus on just this, that they can gain levels so very quickly. To the point, that it diminishes the value of other aspects of XP gaining. Getting XP from Hunting Logs, Quests, Dungeons now becomes a 'token' gesture for the effort, rather than a reasonable means of leveling. And as the logs empty and the quests disappear, the choices become fewer.

    I think the issue is not that FATEs give too much XP. I think the issue is that by focusing on FATEs one can ignore all other means of XP gaining. And the question then really is, was this intentional or is it an error in design?

    To me, it matters not one whit if someone wishes to focus on FATEs. It does matter to me that when it becomes my turn to level up a 3rd/4th job, I will have to repeat Dungeons a lot for small XP, or FATEs a lot for massive XP, rather than a happy medium.

    I miss 'old school' XP camps ^.^;
    (0)

  5. #25
    Player
    Darji's Avatar
    Join Date
    Aug 2013
    Posts
    21
    Character
    Mila Zhwan
    World
    Odin
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by RentisB View Post
    Um. All of you saying FATEs need nerfed. Two problems.

    Fates are just destroying the game. There are people who did nothing else than fates and have no clue how to play in a real party. I must admit I also leveled from 47 to 50 with fates but only because there was nothing else left. I did all the quests there were and I finished my hunting log. Later there are fates that can give you 150k per fate if you have a great party with a lot of AOE damage.
    (3)

  6. #26
    Player
    RentisB's Avatar
    Join Date
    Aug 2013
    Posts
    87
    Character
    Darrian Grey
    World
    Midgardsormr
    Main Class
    Conjurer Lv 60
    This problems been around in every beta since what 2 or 3? I'd seen people complaining they had no options to level alternatives then and nothing has changed...

    SE is so anti-change its not even funny. I'm all for them fixing the -other- xp methods believe me, those 2 days of FATEs only made me wanna just quit but stop telling them to nerf one without providing meaningful alternatives. I don't wanna have to grind more than I already did... Yeah yeah it's an mmo deal with it, well they chose to change it to a quest based xp system so it's their fault they didn't make every quest repeatable or have thousands of them to level just one job let alone 5-6. If I'm supposed to play a new character for each job, get rid of the damn job system, or fix the stupid obvious gameplay problem. Probably gonna just tell ya that's why they designed FATEs, as that alternative -_-

    And instance grinding is just as bad if not worse, I don't care if it makes better players, that's what FCs are for. PUGs always have and always will suck. Just the nature of the randomness. I'm sorry you're getting total clueless players but instance grinding would screw over anyone wanting to level a DD class... So what's left? Unlimited leves or the ff11 method? First is super tedious but it would work if you wanna bore everyone to death, and the second I'd love to see comeback but those days seem long gone in MMOs and the world of instant gratification.
    (1)
    Last edited by RentisB; 09-02-2013 at 08:39 PM.

  7. #27
    Player
    ePHANTASMAL's Avatar
    Join Date
    Sep 2013
    Posts
    20
    Character
    Yuukei Yy
    World
    Tonberry
    Main Class
    Archer Lv 60
    FATE - For All Them Elitiststryingtogettolvl50asap
    (2)

  8. #28
    Player
    SurrenStarr's Avatar
    Join Date
    Aug 2013
    Posts
    2
    Character
    Surren Starr
    World
    Shiva
    Main Class
    Pugilist Lv 50
    I'd personally like EXP completely removed from FATE events.
    Rather than giving copious amounts of experience for people zerg rushing FATE events, how about they swap the XP gained for some kind of special FATE Tokens... those tokens could then be exchanged in a major town for special items.
    (6)

  9. #29
    Player
    Deathgasm's Avatar
    Join Date
    Aug 2013
    Posts
    62
    Character
    Evai Pehsh
    World
    Odin
    Main Class
    Conjurer Lv 39
    Quote Originally Posted by SurrenStarr View Post
    I'd personally like EXP completely removed from FATE events.
    Rather than giving copious amounts of experience for people zerg rushing FATE events, how about they swap the XP gained for some kind of special FATE Tokens... those tokens could then be exchanged in a major town for special items.
    I vote it as the best idea

    Get rid of all xp from fate and deliver only Grand Company tokens and that's it.


    When I bought the CE of that lovely game, after playing it since beta 3, I never thought I was going to search how to cancel my sub just a few days after the release because of that FATE disaster.

    I have no problem with people doing what they like but the problem here is it influences my pleasure and gaming.
    Dungeons queues are empty, a tank and a healer, naturally more oriented on team play can't find any dps.

    So for the moment, I decide to go back to my ex MMORPG till a solution is found.
    I'm sad to see all my hopes in FF XIV ruined by the FATE problem.
    I can bear non being able to connect, ALT+TAB crashes, the lack of quests, many usual features, net code problem on AoE, lag, et cetera, but this is the ruin of team play and the shrine of all other aspects of the game that received so many efforts, like dungeons, hunt log, ... what ever.
    (1)
    Last edited by Deathgasm; 09-03-2013 at 04:04 AM.

  10. #30
    Player
    Themis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    396
    Character
    Temisu Namisu
    World
    Kujata
    Main Class
    Red Mage Lv 90
    The problem is that, even if you take away EXP from FATE, the majority of the players will look for the next best way to get exp quickly and go for that (or they'll just stop playing completely because it's too hard/slow to level up now).

    I do think the exp reward from FATEs are overboard. Giving a boost to exp in dungeons is one way to encourage players to use those too. They take longer to do, and as such should have an exp rate similar to the same number of FATE that can be completed in that time. Leves definitely need a boost as well, because they are almost a waste of time in their current form.

    At the very least, the main ways of gaining exp need to balanced with respect to each other, thus allowing players to choose how they want to level rather than be forced to grind away at the best one.

    Whatever does happen in the end, one thing needs to be kept in mind by the developers of the content: [the majority of] players will always find the easiest/quickest route (i.e. path of least resistance mentality) if one exists. It's human nature to (ab)use any kind of exploit they can, especially if it makes their task easier. It's always about the end result, and whilst I'm sure Yoshida means for people to get to the end game in a decent amount of time, I'm not sure a day or two was the intended rate.
    (2)

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